I spend a lot of time poring over numbers at e23 (http://e23.sjgames.com/), and it&#39;s always a treat when one catches my eye. Such is the case with GURPS Social Engineering (http://e23.sjgames.com/item.html?id=SJG37-0140). As best I can determine, William H. Stoddard&#39;s masterpiece has been the fastest-selling e23-original supplement since its release last October. (GURPS Low-Tech (http://e23.sjgames.com/item.html?id=SJG31-0108) sold a smidge more in the same period, but since we planned it as a hardcover, we always expected it to do well.)</p>

Given how integral (and fun!) the use of interpersonal abilities are in most RPGs, it&#39;s not surprising that this supplement has sold as well as it has. We&#39;ve gotten lots of comments from folks about how it opened up new possibilities for having adversaries who could be intimidated/charmed/seduced/tricked/blackmailed.</p>

If you haven&#39;t checked out GURPS Social Engineering (http://e23.sjgames.com/item.html?id=SJG37-0140), I&#39;m now using my persuasion skills to encourage you to do so. Plus, to see a great worked example of this supplement in action, check out Pyramid #3/39: Steampunk (http://e23.sjgames.com/item.html?id=SJG37-2639); it features a Stoddard-written article that shows how the social structure of real-world Victorian England maps to the Social Engineering rules. (And notice how skillfully I&#39;m "Giving Information," per p. 28 of Social Engineering . . .)</p>